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O N B O A R D I N G U S E R S
O N T O Y O U R A P P
E LV I S D ’ S O U Z A
D R O I D C O N I N D I A 2 0 1 5
First Moments
• FIRST FIVE MINUTES An average user is
most engaged with your app during the first
few minutes of use
• FIRST 7 DAYS For ‘decent’ apps, the majority
of users retained for 7 days stick around
much longer
http://andrewchen.co/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/
77%
23%
Users Lost in 

First 3 days of Install
Where are users lost?
• Unsatisfactory first impression
• New interfaces can be hard
• Many apps do things differently
• Users look for Instant Gratification
• Mismatch in expectations
First Moments…
INSTALLIDEA / SPEC DEVELOPMENT MARKETING ENGAGEMENT PROFIT
The Activated User
• Activated users graduate past first-days use
• They perform Key Actions
• Blogging app = pick a theme, a name, write first post
• Social app = Import address book, Connect to a few friends, Opt
into notifications
• Enterprise Collaboration app: Start up a new project, add a couple
coworkers
http://appcues.com/academy/intro-to-user-onboarding/
http://andrewchen.co/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/
User Onboarding
• Onboarding helps get the user activated
• Introduces new technology, behaviour and interfaces
• Focus is on Key Actions
• Is continuous, not limited to first day use
• Not a substitute for “good app design”
Rule No 1: Measure
• Use analytics tools, track key actions, quantify.
• Talk to users for qualitative feedback.
• Analyse cohorts: new users, dropped off users, 

activated users.
• What features did they like? What features did they
actually use? Did they share the app with others?
EXAMPLES
Tooltips & Overlays
• Best used to draw attention to few

key actions in an app
• Great for teaching gestures
• Crowded overlays are often ignored
• Use FrameLayout for overlays, relatively
positioned elements for Tooltips
WALKTHROUGH: FLIPKART
WALKTHROUGH: FLIPKART
Tutorial
• Best used to give users overview of the app
• Helpful when users are not acquired through
descriptive channels like Play Store
• Avoid long tutorials, and provide adequate
“Skip” support
• Build using Fragments & (optionally)
ViewPager
WALKTHROUGH: INBOX
WALKTHROUGH: INBOX
WALKTHROUGH: INBOX
Interactive
• Best used to channel early user attention to
bootstrap important information about
identity and preferences
• Makes users more invested into the app,
personalisation from the get-go is easier
• Impatient users may bounce, “Skip”
necessary
In Context
• They’re embedded in the app experience,
and appear in at the right time.
• Great for indicating next steps, optional
shortcuts
• Popups may be ignored if intrusive, test this
with your users
In feed prompts
• Is embedded in content
• May occupy prime screen space
• Unobtrusive, scroll and it moves up
• Tap to complete action/learn more
• Easy Dismiss
WALKTHROUGH: INSTAGRAM
WALKTHROUGH: INSTAGRAM
WALKTHROUGH: INSTAGRAM
Playbook
• Lazy Signup, the less information you ask for, the better
• Minimise the number of screens in an interactive setup/
tutorial
• Use FAB, get focus on key actions. Users may not be
interested in all your features
• Features may be introduced lazily, over time
Playbook…
• Personalize content, suggest actions, be proactive
• Get the user activated as soon as possible.
• Do not forget to measure!
ONBOARDING IN GAMES
ONBOARDING IN GAMES
Onboarding Existing Users
• Offer a tutorial via an in-feed prompt
• Leave a way for users to come back to the tutorial later
• Confirm core actions and utilities
• Use alternate channels: emails, social media
• Use notifications, but sparingly
Runtime Permissions with Android M
• Users can directly manage permissions at runtime
• Individual permissions get greater visibility - win for users
• Auto-update process is smoother - win for developers
• checkSelfPermission() & requestPermissions()
• Normal Permissions & Dangerous Permissions
http://developer.android.com/training/permissions/index.html
Runtime Permissions
CAMERAMICROPHONEPHONE
Runtime Permissions: Best Practices
• Try to avoid dangerous permissions
• Prime the user - explain why you’d like the permission
before asking for it
• Alternatively, wait until users reject the permission till you
tell them why you need it
• Or a data-driven combination of these!
• Do not imitate the native UI
PERMISSION PRIMING
Sensy & Onboarding
• Sensy is a TV Guide & Remote App
• Onboarding techniques:
• Interactive setup deprecated
• In-context Popups in use
• In-feed messages in use
Lessons
• Have as few screens as possible
• One primary action/item per screen
• In-feed messages & contextual suggestions are
effective!
Open Challenges
• Introducing Ad-breaks feature
• Using the phone to onboard a physical product
Resources
appcues.com/academy

TUTORIAL
uxarchive.com/tasks/onboarding
WALKTHROUGH
Resources
androidux.com/Onboarding-Tips
WALKTHROUGH
capptivate.co
ANIMATIONS
M E @ E LV I S . C O . I N 

@ E LV I S D S
G E T S E N S Y O N T H E P L AY S T O R E
O N B O A R D I N G U S E R S
O N T O Y O U R A P P

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Onboarding users on to your app

  • 1. O N B O A R D I N G U S E R S O N T O Y O U R A P P E LV I S D ’ S O U Z A D R O I D C O N I N D I A 2 0 1 5
  • 2. First Moments • FIRST FIVE MINUTES An average user is most engaged with your app during the first few minutes of use • FIRST 7 DAYS For ‘decent’ apps, the majority of users retained for 7 days stick around much longer http://andrewchen.co/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/ 77% 23% Users Lost in 
 First 3 days of Install
  • 3. Where are users lost? • Unsatisfactory first impression • New interfaces can be hard • Many apps do things differently • Users look for Instant Gratification • Mismatch in expectations
  • 4. First Moments… INSTALLIDEA / SPEC DEVELOPMENT MARKETING ENGAGEMENT PROFIT
  • 5. The Activated User • Activated users graduate past first-days use • They perform Key Actions • Blogging app = pick a theme, a name, write first post • Social app = Import address book, Connect to a few friends, Opt into notifications • Enterprise Collaboration app: Start up a new project, add a couple coworkers http://appcues.com/academy/intro-to-user-onboarding/ http://andrewchen.co/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/
  • 6. User Onboarding • Onboarding helps get the user activated • Introduces new technology, behaviour and interfaces • Focus is on Key Actions • Is continuous, not limited to first day use • Not a substitute for “good app design”
  • 7. Rule No 1: Measure • Use analytics tools, track key actions, quantify. • Talk to users for qualitative feedback. • Analyse cohorts: new users, dropped off users, 
 activated users. • What features did they like? What features did they actually use? Did they share the app with others?
  • 9. Tooltips & Overlays • Best used to draw attention to few
 key actions in an app • Great for teaching gestures • Crowded overlays are often ignored • Use FrameLayout for overlays, relatively positioned elements for Tooltips
  • 10.
  • 13. Tutorial • Best used to give users overview of the app • Helpful when users are not acquired through descriptive channels like Play Store • Avoid long tutorials, and provide adequate “Skip” support • Build using Fragments & (optionally) ViewPager
  • 17. Interactive • Best used to channel early user attention to bootstrap important information about identity and preferences • Makes users more invested into the app, personalisation from the get-go is easier • Impatient users may bounce, “Skip” necessary
  • 18.
  • 19. In Context • They’re embedded in the app experience, and appear in at the right time. • Great for indicating next steps, optional shortcuts • Popups may be ignored if intrusive, test this with your users
  • 20.
  • 21. In feed prompts • Is embedded in content • May occupy prime screen space • Unobtrusive, scroll and it moves up • Tap to complete action/learn more • Easy Dismiss
  • 25. Playbook • Lazy Signup, the less information you ask for, the better • Minimise the number of screens in an interactive setup/ tutorial • Use FAB, get focus on key actions. Users may not be interested in all your features • Features may be introduced lazily, over time
  • 26. Playbook… • Personalize content, suggest actions, be proactive • Get the user activated as soon as possible. • Do not forget to measure!
  • 29. Onboarding Existing Users • Offer a tutorial via an in-feed prompt • Leave a way for users to come back to the tutorial later • Confirm core actions and utilities • Use alternate channels: emails, social media • Use notifications, but sparingly
  • 30. Runtime Permissions with Android M • Users can directly manage permissions at runtime • Individual permissions get greater visibility - win for users • Auto-update process is smoother - win for developers • checkSelfPermission() & requestPermissions() • Normal Permissions & Dangerous Permissions http://developer.android.com/training/permissions/index.html
  • 33. Runtime Permissions: Best Practices • Try to avoid dangerous permissions • Prime the user - explain why you’d like the permission before asking for it • Alternatively, wait until users reject the permission till you tell them why you need it • Or a data-driven combination of these! • Do not imitate the native UI
  • 35. Sensy & Onboarding • Sensy is a TV Guide & Remote App • Onboarding techniques: • Interactive setup deprecated • In-context Popups in use • In-feed messages in use
  • 36.
  • 37.
  • 38. Lessons • Have as few screens as possible • One primary action/item per screen • In-feed messages & contextual suggestions are effective!
  • 39. Open Challenges • Introducing Ad-breaks feature • Using the phone to onboard a physical product
  • 42. M E @ E LV I S . C O . I N 
 @ E LV I S D S G E T S E N S Y O N T H E P L AY S T O R E O N B O A R D I N G U S E R S O N T O Y O U R A P P